Pixel-Composer/scripts/node_high_pass/node_high_pass.gml

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function Node_High_Pass(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
2024-11-04 06:08:06 +01:00
name = "High Pass";
newInput(0, nodeValue_Surface("Surface in", self));
newInput(1, nodeValue_Bool("Active", self, true));
active_index = 1;
newInput(2, nodeValue_Surface("Mask", self));
newInput(3, nodeValue_Float("Mix", self, 1))
.setDisplay(VALUE_DISPLAY.slider);
newInput(4, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }));
__init_mask_modifier(2); // inputs 5, 6,
newInput(7, nodeValue_Int("Radius", self, 1));
newInput(8, nodeValue_Float("Intensity", self, 1));
input_display_list = [ 1, 4,
["Surfaces", true], 0, 2, 3, 5, 6,
["Sharpen", false], 7, 8,
]
newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
attribute_surface_depth();
attribute_oversample();
static step = function() {
__step_mask_modifier();
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _rad = _data[7];
var _int = _data[8];
var _dim = surface_get_dimension(_data[0]);
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
surface_set_shader(_outSurf, sh_high_pass, true, BLEND.over);
shader_set_i("sampleMode", getAttribute("oversample"));
shader_set_2("dimension", _dim);
shader_set_f("radius", _rad);
shader_set_f("intensity", _int);
draw_surface_safe(_data[0]);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[2], _data[3]);
_outSurf = channel_apply(_data[0], _outSurf, _data[4]);
return _outSurf;
}
}